.. _doc_configure_your_ide: Configure an IDE ================ We assume you've already `cloned `_ and `compiled <_compiling.rst>`_ Godot. Kdevelop -------- Is a free, open source IDE (Integrated Development Environment) for Linux, Solaris, FreeBSD, Mac OS X and other Unix flavors. You can find a video tutorial `here `_. or you may follow this text version tutorial. Okay so start by openning Kdevelop and choosing open project. .. image:: /img/kdevelop_newproject.png Choose the directory where you cloned Godot. .. image:: /img/kdevelop_openproject.png For the build system, choose custom build system. .. image:: /img/kdevelop_custombuild.png Now that the project has been imported, open the project configuration. .. image:: /img/kdevelop_openconfig.png Add the following includes/imports: * . (a dot to indicate the root of the Godot project) * core/ * core/os/ * core/math/ * tools/ * drivers/ * platform/x11/ (Make that platform/osx/ is you're using OS X) .. image:: /img/kdevelop_addincludes.png Apply the changes then switch to the Custom Buildsystem tab. Leave the build directory blank. Enable build tools and add 'scons' as the executable and add 'platform=x11 target=debug' ('platform=osx' if you're on OS X) .. image:: /img/kdevelop_buildconfig.png Next we need to tell kdevelop where to find the binary. so from the run menu choose Configure Launches. .. image:: /img/kdevelop_configlaunches.png Add new if you none exists. And then add the path to your executable in the executable section. Your executable should be located in the bin/ sub-directory and should be named something like: 'godot.x11.tools.64' (the name could be different depending on your platform and depending on your build options). .. image:: /img/kdevelop_configlaunches2.png That's it! Now you should be good to go :) Eclipse ------- TODO. QtCreator --------- TODO. Other editors (vim, emacs, Atom...) ----------------------------------- TODO.